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Mind Breaker

A Mind Breaker is a warrior who is taught to fight not only with sword and shield, but also with
their mind. While their magic is not as overt as a mage’s they are a deadly foe to cross blades
with, as the danger is not only to your physical well-being, but also to your very sanity.

Prof.: Choose 3 from: Athletics, Acrobatics, Arcana, History, Insight, Perception


Light Armor, Medium Armor, Shields, Simple Melee Weapons, Short Swords
Saving Throws: Con, Int
Hit Die: d10
Starting Gear:
(a) Scale Mail, or (b) Leather Armor
(b) A Spear and Shield or (b) A Shortsword
(c) A Shortbow and 20 arrows, or (b) 5 Javelins
(a) A dungeoneer’s Pack, or (b) An explorers Pack

Level prof feature Psychic Spells 1 2 3 4 5


Strike Known
die
1 +2 Psychic Strike, Telepathy d4 - - - - - -
2 +2 Mind Break, Spell Casting d4 2 2 - - - -
3 +2 Paragon d4 3 3 - - - -
4 +2 Ability Score Improvement d4 3 3 - - - -
5 +3 Multi Attack d4 4 4 2 - - -
6 +3 Vigil Mind, Break Concnetration d4 4 4 2 - - -
7 +3 Paragon Feature d6 5 4 3 - - -
8 +3 Ability Score Improvement d6 5 4 3 - - -
9 +4 - d6 6 4 3 2 - -
10 +4 Improved Mind Break d6 6 4 3 2 - -
11 +4 Paragon Feature d6 7 4 3 3 - -
12 +4 Ability Score Improvement d6 7 4 3 3 - -
13 +5 - d6 8 4 3 3 1 -
14 +5 Improved Vigil Mind d8 8 4 3 3 1 -
15 +5 Paragon Feature d8 9 4 3 3 2 -
16 +5 Ability Score Improvement d8 9 4 3 3 2 -
17 +6 - d8 10 4 3 3 3 1
18 +6 Borrowed Knowledge d8 10 4 3 3 3 1
19 +6 Ability Score Improvement d8 11 4 3 3 3 2
20 +6 Battle Focus d8 11 4 3 3 3 2
Psychic Strike
Starting at 1st level, you know how to strike with both your weapon and mind as one. You gain a
number of d6’s equal to your intelligence modifier. Once per turn as part of a melee weapon
attack, you can expend one of these die to deal extra psychic damage equal to the roll.
You regain use of these die at the end of every short rest.
These die increase in size at levels 7 and 14.
Telepathy
Mental contact with others is essential to nearly everything that makes a Mind breaker a Mind
breaker. You gain the ability to communicate through telepathy with any creature within 30 feet,
so long as you share a language.
Spell Casting
You have learned to meld your thoughts into reality by strength of will. Your mind presses
against the thoughts of others, and you can bend them to your will.
Spell Slots
The Mind Breaker table shows how many spell slots you have to cast your spells of 1st level and
higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a long rest. For example, if you know the 1st-
level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast
Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Mind Breaker table shows when you learn more Mind Breaker
spells of your choice. Each of these spells must be of a level for which you have spell slots, as
shown on the table. For instance, when you reach 3rd level in this class, you can learn one new
spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Mind Breaker spells
you know and replace it with another spell from the bard spell list, which also must be of a level
for which you have spell slots.
Spellcasting Ability
Int is your spellcasting ability for your Mind Breaker spells. Your magic comes from the Force
of will behind the substance of your thoughts. You use your Int whenever a spell refers to your
spellcasting ability. In addition, you use your Int modifier when setting the saving throw DC for
a Mind Breaker spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Int modifier
Spell attack modifier = your proficiency bonus + your Int modifier
Mental Casting
When you cast a spell, you do not have to use verbal or material components. However, you still
must be able to perform somatic components.
Mind Break
Starting at 2nd level, you fine tune your mental strikes to be like second nature. Each turn, the
first target you strike must make an Int saving throw against your spell casting DC. On a fail, the
target has disadvantage on saving throws until the end of your next turn.
Starting at 10th level, targets under the effect of Mind Break also have disadvantage on attack
rolls.
Paragon
At 3rd level, Mind Breakers must choose a paragon to embody. Mind Breakers gain new paragon
features at levels 3, 7, 11, and 15.
Extra Attack
Starting at 5th level, you can attack twice instead of once when you take the attack action.
Vigil Mind
Starting at 6th level, you constantly probe the area around you with your mind, searching for the
thoughts of others. You can no longer be surprised by a creature with an intelligence score of at
least 3.
Starting at 14th level, your ability to probe strengths, and you can now lightly read the surface
thoughts of others mind. You gain proficiency in one of the following skills: Persuasion,
Intimidation, and Deception. When you make a check with that skill, you can choose to use Int
instead of Char.
Break Concentration
Also at 6th level, when you strike a target who is concentrating on a spell, you can expend a use
of psychic strike to make the concentration DC your spell save instead of the normal DC. When
you do this, the target does not take the damage that would normally be granted by Psychic
Strike.
Borrowed Knowledge
Starting at 18th level, you gain the ability to copy thoughts of others into your mind. Once per
long rest, you can choose a willing creature. You learn one skill, language, or tool proficiency
that that creature has that you do not.
You can only have one proficiency gained from this feature at one time.
Psychic Drain
Starting at 20th level, you have learned to draw energy from the minds of others. When you
Mind Break a new target, you regain 1 Psychic Strike Die.

Paragon
A paragon is an ideal that a Mind Breaker works toward becoming. Each of these ideals causes
the Mind Breaker to manifest new mental abilities.

Bulwark
Mind Breakers who strive for the Bulwark Paragon seek to become a shield for the weak. As
their thoughts shift to allow them to become this, Mind Breakers often become excessively
pragmatic in their thoughts.
Extra Prof
You gain proficiency in heavy armor, as well as in the Athletics skill.
Forced Attention
Starting when you choose this Paragon at 3rd level, your desire to shield the weak cause’s targets
effected by your Mind Break to be unable to target anyone other than you with a direct damage
attack.
Retributive Mind
Starting at 7th level, when you Mind Break a target, you now establish a one way connection
through which pain can be shared. When a target that has been Mind Broken by you
successfully lands an attack, you can roll a Psychic Strike Die, causing it to takes psychic
damage equal to the dice roll.
Fortified Thoughts
When you reach the 11th level, you learn the Blade Ward cantrip. Targets under the effect of
your Mind Break ability consider you to always have this effect active.
Slowed Perception
Starting at 15th level, your Mind Break now effects the perception of its target. Allies now attack
targets who you have Mind Broken at advantage.

Sovereign
Mind Breakers of the Sovereign Paragon seek to become leaders of the weak willed who would
otherwise turn to a life of evil. Practitioners of this Paragon range from Charismatic and well
liked leaders to tyrants who rule with an iron fist.
Extra Prof
You gain proficiency with melee martial weapons, as well as the persuasion skill.
Impressment
Starting when you embody this paragon at 3rd level, you gain the ability to impress others into
service. As a bonus action, you can expend a psychic strike die to force a Mind Broken target to
make an attack on a target of your choice. When you do this, the Mind Broken individual takes
psychic damage equal to the die roll.
Swift Orders
Starting at 7th, you can redirect the attack of a target who you have Mind Broken. Spending your
reaction and a psychic strike die, you choose a new target. The Mind Broken target takes psychic
damage as normal.
Pervasive Will
At the 11th level, you learn the Friends cantrip. When you cast it, the target does not know it has
been effected my magic.
Unending Command
When you use you use your bonus action to force a creature to attack, you can choose to not
expend a Psychic Strike die. When you do this, the Mind Broken target does not take psychic
damage.

Shadow
Mind Breakers of the Shadow Paragon value taking out dangerous threats before they have a
chance to be met on a battle field. Shadow Mind Breakers are often cold and distant, and it is not
uncommon for them to be assassins by trade.
Extra Prof
You gain proficiency in Simple and Martial Ranged Weapons, as well as with the Stealth Skill.
Additionally, you can Mind Break with ranged weapons.
Blinded Eye
Starting at 3rd level, when you Mind Break a target, you become invisible to that target.
Shadow Gift
Starting at 7th level, when you Mind Break a target, you can instead choose to grant the
invisibility to a new target. To do so, you must expend a Psychic Strike Die, causing the target to
take psychic damage equal to the roll.
Mental Lash
At 11th level, you learn the Vicious Mockery cantrip. When you cast this on a target, they are
Mind Broken, as well as unaware you have cast this, so long as they remain at least ¾ of their
HP.
Shadowed Strike
If you use a melee weapon to strike a target that is Mind Broken, you deal an extra 1d6 psychic
damage.

Spell List
1st Level
 Bane
 Charm Person
 Comprehend Languages
 Compelled Duel
 Command
 Cure Wounds
 Detect Magic
 Disguise Self
 Faerie Fire
 Healing Word
 Heroism
 Hideous Laughter
 Illusory Script
 Longstrider
 Silent Image
 Sleep
 Thunderwave
 Wrathful Smite
2nd Level
 Blindness/Deafness
 Calm Emotions
 Detect Thoughts
 Enhance Ability
 Enthrall
 Hold Person
 Lesser Restoration
 Locate Animals or Plants
 Locate Object
 See Invisibility
 Shadow Blade
 Shatter
 Silence
 Suggestion
 Zone of Truth
3rd Level
 Bestow Curse
 Clairvoyance
 Dispel Magic
 Fear
 Hypnotic Pattern
 Major Image
 Nondetection
 Sending
 Tongues
4th Level
 Compulsion
 Confusion
 Freedom of Movement
 Greater Invisibility
 Hallucinatory Terrain
 Locate Creature
5th Level
 Animate Objects
 Awaken
 Dominate Person
 Dream
 Geas
 Greater Restoration
 Hold Monster
 Legend Lore
 Mass Cure Wounds
 Mislead
 Modify Memory
 Planar Binding
 Scrying
 Seeming
 Synaptic Static

Spells
Psychic Drain
Cast time: 1 action Materials Required: None Verbal: Somatic: Yes
Duration: Instant
Target makes int save for ½ damage. Roll 8d10 1 at a time, stopping if the target dies. If it does,
you get psychic strike die equal to the number of die used to kill the target, maximum of 8.

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